class GunfighterNade extends SharpNade;

simulated function PostBeginPlay()
{
	local float Chance;
	local SRPlayerReplicationInfo SRPRI;
	
	SRPRI = SRPlayerReplicationInfo(Instigator.PlayerReplicationInfo);

	Super.PostBeginPlay();
	DamageRadius *= ( 1.0 + class<SRVeterancy>(SRPRI.ClientVeteranSkill).Static.AimBonus(SRPRI) );
	
	if ( SRPRI != none )
	{
		Chance = class<SRVeterancy>(SRPRI.ClientVeteranSkill).Static.CritStrikeChance(SRPRI);
	}
	else
	{
		Chance = 0;
	}
	
	if ( FRand() < Chance )
	{
		if ( SRPRI != none )
		{
			Damage *= class<SRVeterancy>(SRPRI.ClientVeteranSkill).Static.CritDamageModifier(SRPRI);
			HeadshotDamageType = class'DamTypeGunfighterCriticalStrike';
		}
	}
}

defaultproperties
{
	HeadshotDamageType=class'DamTypeHeadshotFragGF'
}
